Your ships will be much more lethal...

Anamoly meaning

Sometimes you'll discover an anamoly that declares you've discovered a tech (or something) that "will make your ships much more lethal after they upgrade". What does this mean? How does it manifest itself and does that mean upgrading ships could be preferable to building new ships?

Also, how about a similar benefit when settling a planet? You'll be told that you've discovered a ship and crew and can choose good, neutral or evil, the benefit being a "starship bonus". Does this mean enhanced lethality for all ships bnuilt on this planet or on *every* planet?
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Reply #1 Top
Sometimes you'll discover an anamoly that declares you've discovered a tech (or something) that "will make your ships much more lethal after they upgrade"
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The survey ship gained either experience or a weapons bonus. Neither is useful without an upgrade since it's not a combat ship at the start (you can upgrade it into any medium design once you have medium hulls).

Also, how about a similar benefit when settling a planet? You'll be told that you've discovered a ship and crew and can choose good, neutral or evil, the benefit being a "starship bonus". Does this mean enhanced lethality for all ships bnuilt on this planet or on *every* planet?
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Just that planet. Those planets can make for very potent shipyards if they also have manufacturing bonus tiles--any ships built there get the given % bonus to both attack and defense.
Reply #2 Top
If I get the starship bonus event during the initial colony rush I'll build my manufacturing capital on that world and build most of my warships there. In my last game I got 2 of the events and had 2 shipyards cranking out ships with ~50% bonuses. Add in a couple military resources and it didn't take long for my little fleet to smash everything in its path.
Reply #3 Top
i got a starship bonus of 60% the other day, never had one that high before!

Usually i will be disposing of those nice ships soon enough tho to make room for newer models! If the economy of Galciv had more beef then that would be a different story
Reply #4 Top
Question - if you get a Starship Bonus from a planet and build a ship, then upgrade that ship in the field, does it retain that bonus?
Reply #5 Top
Ahh.. I see. I didn't know what a 'Starship bonus' was until now either. The pirate-technology ethical event just makes Good look even more idiotic. So a planet with a 60% Starship bonus and a Precursor Mine is a sure place to drop your Hyperion Shipyard if/when you build one.

When you buy a ship from another race and the ship's 'Home' is assigned to a planet with a Starship bonus, does that ship immediately receive that bonus as well, despite not being built there?

Question - if you get a Starship Bonus from a planet and build a ship, then upgrade that ship in the field, does it retain that bonus?
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Probably yes. I've never seen upgrading ships ever cause them to lose bonuses.
Reply #6 Top
The survey ship gained either experience or a weapons bonus. Neither is useful without an upgrade since it's not a combat ship at the start
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"What a waste of time!"   

Well, that might explain why anyone would bother to build the Galactic Guide Book.
Reply #7 Top
Question - if you get a Starship Bonus from a planet and build a ship, then upgrade that ship in the field, does it retain that bonus?
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Yes. However, it seems that if you sell that ship to another race, it does magically loose the bonuses?

When you buy a ship from another race and the ship's 'Home' is assigned to a planet with a Starship bonus, does that ship immediately receive that bonus as well, despite not being built there?
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No.

The survey ship gained either experience or a weapons bonus. Neither is useful without an upgrade since it's not a combat ship at the start


"What a waste of time!"

Well, that might explain why anyone would bother to build the Galactic Guide Book.
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Well there are no anomalies left when you build the galactic guide book, so it is 110% useless. I hear a new update brings respawning anomalies which would make it useful, but i can imagine respawning anomalies could be a player exploit?

Reply #8 Top


The survey ship gained either experience or a weapons bonus. Neither is useful without an upgrade since it's not a combat ship at the start


"What a waste of time!"

Well, that might explain why anyone would bother to build the Galactic Guide Book.


Well there are no anomalies left when you build the galactic guide book, so it is 110% useless. I hear a new update brings respawning anomalies which would make it useful, but i can imagine respawning anomalies could be a player exploit?

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Perhaps a new, infuriating anomaly - one that either blows up or swallows your ship without a trace. To make it more fair, none of the starting anomalies would do this, to prevent AIs losing their flagships too early to these things.
Reply #9 Top
Perhaps a new, infuriating anomaly - one that either blows up or swallows your ship without a trace. To make it more fair, none of the starting anomalies would do this, to prevent AIs losing their flagships too early to these things.
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Another concept already seen in galciv1 was space monsters. I loved those games where the stupid AI's lost all their flagships to space monsters, leaving all the anomalies for me! Although there was no auto servey in galciv1 so players could identify and avoid space monsters, wheras using auto servey now, you would have no hope! you would be as vunerable as the AI, heck i cannot even keep my stupid auto servey flagship away from wormhole anomalies (which usually result in a prolonged anomaly drought).
Reply #10 Top
Anomalies do indeed reappear in 1.8. But they never reach the level of density at which they were at the start of the game, because every time one pops up, all survey-capable AI ships in the galaxy go berserk to grab it, and then go to the next closest in a never-ending race. So unless you have abundant anomalies, I think the Guidebook is still useless. I was running Occasional Anomalies, and 2 manually-controlled 'Seeker'-class armed surveyors were sufficient to outrun the slow-moving AI Flagships to hit anomalies anywhere they popped up, but filled up a secondary role of reconnaissance vessels and transport-hunters during wars. For some reason, autopilot takes ships on erratic flight paths that go straight through asteroid fields as if they don't exist, and this wastes a turn due to ships getting stuck and reduced to 1 movement point.

But, with reappearing anomalies, even the useful 1000 bc anomaly becomes trivial as your economy(and thus, treasury) grows. The top anomaly in late-game has got to be this one: "Our database of info on the current tech has grown by 25%!". When researching very expensive techs, this thing can save several thousand bc in research funds and chop a bit of time off the techs as well.